Fix pixel leaks when using fractional scaling
The basic idea here is to apply rounding after scaling. It's not as simple as this, though, and I've detailed it in the comments for a function. In order to fix some pixel leaks in the title bar, I found it easier to change how we place rectangles to fill the area. Instead of placing two rectangles across the full width above and below the title and having shorter rectangles in the inner area, it's now pieced together in vertical chunks. This method involves drawing two less rectangles per container.
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c699a86e47
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@ -223,11 +223,15 @@ void output_drag_icons_for_each_surface(struct sway_output *output,
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}
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}
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}
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}
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static int scale_length(int length, int offset, float scale) {
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return round((offset + length) * scale) - round(offset * scale);
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}
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static void scale_box(struct wlr_box *box, float scale) {
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static void scale_box(struct wlr_box *box, float scale) {
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box->x *= scale;
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box->width = scale_length(box->width, box->x, scale);
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box->y *= scale;
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box->height = scale_length(box->height, box->y, scale);
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box->width *= scale;
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box->x = round(box->x * scale);
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box->height *= scale;
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box->y = round(box->y * scale);
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}
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}
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struct sway_workspace *output_get_active_workspace(struct sway_output *output) {
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struct sway_workspace *output_get_active_workspace(struct sway_output *output) {
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@ -33,11 +33,27 @@ struct render_data {
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float alpha;
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float alpha;
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};
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};
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/**
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* Apply scale to a width or height.
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*
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* One does not simply multiply the width by the scale. We allow fractional
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* scaling, which means the resulting scaled width might be a decimal.
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* So we round it.
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*
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* But even this can produce undesirable results depending on the X or Y offset
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* of the box. For example, with a scale of 1.5, a box with width=1 should not
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* scale to 2px if its X coordinate is 1, because the X coordinate would have
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* scaled to 2px.
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*/
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static int scale_length(int length, int offset, float scale) {
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return round((offset + length) * scale) - round(offset * scale);
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}
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static void scale_box(struct wlr_box *box, float scale) {
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static void scale_box(struct wlr_box *box, float scale) {
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box->x *= scale;
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box->width = scale_length(box->width, box->x, scale);
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box->y *= scale;
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box->height = scale_length(box->height, box->y, scale);
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box->width *= scale;
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box->x = round(box->x * scale);
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box->height *= scale;
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box->y = round(box->y * scale);
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}
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}
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static void scissor_output(struct wlr_output *wlr_output,
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static void scissor_output(struct wlr_output *wlr_output,
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@ -392,14 +408,23 @@ static void render_titlebar(struct sway_output *output,
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render_rect(output->wlr_output, output_damage, &box, color);
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render_rect(output->wlr_output, output_damage, &box, color);
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// Single pixel right edge
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// Single pixel right edge
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box.x = (x + width - TITLEBAR_BORDER_THICKNESS) * output_scale;
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box.x = x + width - TITLEBAR_BORDER_THICKNESS;
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box.y = y + TITLEBAR_BORDER_THICKNESS;
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box.width = TITLEBAR_BORDER_THICKNESS;
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box.height =
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container_titlebar_height() - TITLEBAR_BORDER_THICKNESS * 2;
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scale_box(&box, output_scale);
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render_rect(output->wlr_output, output_damage, &box, color);
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render_rect(output->wlr_output, output_damage, &box, color);
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}
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}
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size_t inner_width = width - TITLEBAR_H_PADDING * 2;
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size_t inner_width = width - TITLEBAR_H_PADDING * 2;
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int bg_y = y + TITLEBAR_BORDER_THICKNESS;
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int ob_bg_height = scale_length(
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(TITLEBAR_V_PADDING - TITLEBAR_BORDER_THICKNESS) * 2 +
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config->font_height, bg_y, output_scale);
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// Marks
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// Marks
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size_t marks_ob_width = 0; // output-buffer-local
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int marks_ob_width = 0; // output-buffer-local
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if (config->show_marks && marks_texture) {
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if (config->show_marks && marks_texture) {
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struct wlr_box texture_box;
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struct wlr_box texture_box;
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wlr_texture_get_size(marks_texture,
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wlr_texture_get_size(marks_texture,
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@ -408,15 +433,14 @@ static void render_titlebar(struct sway_output *output,
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// The marks texture might be shorter than the config->font_height, in
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// The marks texture might be shorter than the config->font_height, in
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// which case we need to pad it as evenly as possible above and below.
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// which case we need to pad it as evenly as possible above and below.
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int ob_padding_total = config->font_height * output_scale -
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int ob_padding_total = ob_bg_height - texture_box.height;
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texture_box.height;
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int ob_padding_above = floor(ob_padding_total / 2.0);
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int ob_padding_above = floor(ob_padding_total / 2);
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int ob_padding_below = ceil(ob_padding_total / 2.0);
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int ob_padding_below = ceil(ob_padding_total / 2);
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// Render texture
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// Render texture
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texture_box.x = (x - output_x + width - TITLEBAR_H_PADDING)
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texture_box.x = round((x - output_x + width - TITLEBAR_H_PADDING)
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* output_scale - texture_box.width;
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* output_scale) - texture_box.width;
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texture_box.y = (y - output_y + TITLEBAR_V_PADDING) * output_scale +
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texture_box.y = round((bg_y - output_y) * output_scale) +
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ob_padding_above;
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ob_padding_above;
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float matrix[9];
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float matrix[9];
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@ -431,30 +455,19 @@ static void render_titlebar(struct sway_output *output,
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&texture_box, matrix, con->alpha);
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&texture_box, matrix, con->alpha);
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// Padding above
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// Padding above
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if (ob_padding_above > 0) {
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memcpy(&color, colors->background, sizeof(float) * 4);
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memcpy(&color, colors->background, sizeof(float) * 4);
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premultiply_alpha(color, con->alpha);
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premultiply_alpha(color, con->alpha);
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box.x = (x + width - TITLEBAR_H_PADDING) * output_scale -
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box.x = texture_box.x + round(output_x * output_scale);
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texture_box.width;
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box.y = round((y + TITLEBAR_BORDER_THICKNESS) * output_scale);
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box.y = (y + TITLEBAR_V_PADDING) * output_scale;
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box.width = texture_box.width;
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box.width = texture_box.width;
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box.height = ob_padding_above;
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box.height = ob_padding_above;
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render_rect(output->wlr_output, output_damage, &box, color);
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render_rect(output->wlr_output, output_damage, &box, color);
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}
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// Padding below
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// Padding below
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if (ob_padding_below > 0) {
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box.y += ob_padding_above + texture_box.height;
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memcpy(&color, colors->background, sizeof(float) * 4);
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premultiply_alpha(color, con->alpha);
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box.x = (x + width - TITLEBAR_H_PADDING) * output_scale -
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texture_box.width;
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box.y = (y + TITLEBAR_V_PADDING) * output_scale +
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ob_padding_above + texture_box.height;
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box.width = texture_box.width;
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box.height = ob_padding_below;
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box.height = ob_padding_below;
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render_rect(output->wlr_output, output_damage, &box, color);
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render_rect(output->wlr_output, output_damage, &box, color);
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}
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}
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}
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// Title text
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// Title text
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size_t title_ob_width = 0; // output-buffer-local
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size_t title_ob_width = 0; // output-buffer-local
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@ -466,89 +479,73 @@ static void render_titlebar(struct sway_output *output,
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// The title texture might be shorter than the config->font_height,
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// The title texture might be shorter than the config->font_height,
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// in which case we need to pad it above and below.
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// in which case we need to pad it above and below.
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int ob_padding_above = (config->font_baseline - con->title_baseline)
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int ob_padding_above = round((config->font_baseline -
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* output_scale;
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con->title_baseline + TITLEBAR_V_PADDING -
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int ob_padding_below = (config->font_height - con->title_height)
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TITLEBAR_BORDER_THICKNESS) * output_scale);
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* output_scale - ob_padding_above;
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int ob_padding_below = ob_bg_height - ob_padding_above -
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texture_box.height;
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// Render texture
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// Render texture
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texture_box.x = (x - output_x + TITLEBAR_H_PADDING) * output_scale;
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texture_box.x =
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texture_box.y = (y - output_y + TITLEBAR_V_PADDING) * output_scale +
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round((x - output_x + TITLEBAR_H_PADDING) * output_scale);
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ob_padding_above;
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texture_box.y =
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round((bg_y - output_y) * output_scale) + ob_padding_above;
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float matrix[9];
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float matrix[9];
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wlr_matrix_project_box(matrix, &texture_box,
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wlr_matrix_project_box(matrix, &texture_box,
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WL_OUTPUT_TRANSFORM_NORMAL,
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WL_OUTPUT_TRANSFORM_NORMAL,
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0.0, output->wlr_output->transform_matrix);
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0.0, output->wlr_output->transform_matrix);
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if (inner_width * output_scale - marks_ob_width < texture_box.width) {
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int inner_x = x - output_x + TITLEBAR_H_PADDING;
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texture_box.width = inner_width * output_scale - marks_ob_width;
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int ob_inner_width = scale_length(inner_width, inner_x, output_scale);
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if (ob_inner_width - marks_ob_width < texture_box.width) {
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texture_box.width = ob_inner_width - marks_ob_width;
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}
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}
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render_texture(output->wlr_output, output_damage, title_texture,
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render_texture(output->wlr_output, output_damage, title_texture,
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&texture_box, matrix, con->alpha);
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&texture_box, matrix, con->alpha);
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// Padding above
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// Padding above
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if (ob_padding_above > 0) {
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memcpy(&color, colors->background, sizeof(float) * 4);
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memcpy(&color, colors->background, sizeof(float) * 4);
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premultiply_alpha(color, con->alpha);
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premultiply_alpha(color, con->alpha);
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box.x = (x + TITLEBAR_H_PADDING) * output_scale;
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box.x = texture_box.x + round(output_x * output_scale);
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box.y = (y + TITLEBAR_V_PADDING) * output_scale;
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box.y = round((y + TITLEBAR_BORDER_THICKNESS) * output_scale);
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box.width = texture_box.width;
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box.width = texture_box.width;
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box.height = ob_padding_above;
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box.height = ob_padding_above;
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render_rect(output->wlr_output, output_damage, &box, color);
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render_rect(output->wlr_output, output_damage, &box, color);
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}
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// Padding below
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// Padding below
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if (ob_padding_below > 0) {
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box.y += ob_padding_above + texture_box.height;
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memcpy(&color, colors->background, sizeof(float) * 4);
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premultiply_alpha(color, con->alpha);
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box.x = (x + TITLEBAR_H_PADDING) * output_scale;
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box.y = (y + TITLEBAR_V_PADDING) * output_scale +
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ob_padding_above + texture_box.height;
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box.width = texture_box.width;
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box.height = ob_padding_below;
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box.height = ob_padding_below;
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render_rect(output->wlr_output, output_damage, &box, color);
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render_rect(output->wlr_output, output_damage, &box, color);
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}
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}
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}
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// Padding above title
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memcpy(&color, colors->background, sizeof(float) * 4);
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premultiply_alpha(color, con->alpha);
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box.x = x + (layout == L_TABBED) * TITLEBAR_BORDER_THICKNESS;
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box.y = y + TITLEBAR_BORDER_THICKNESS;
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box.width = width - (layout == L_TABBED) * TITLEBAR_BORDER_THICKNESS * 2;
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box.height = TITLEBAR_V_PADDING - TITLEBAR_BORDER_THICKNESS;
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scale_box(&box, output_scale);
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render_rect(output->wlr_output, output_damage, &box, color);
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// Padding below title
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box.y = (y + TITLEBAR_V_PADDING + config->font_height) * output_scale;
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render_rect(output->wlr_output, output_damage, &box, color);
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// Filler between title and marks
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// Filler between title and marks
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box.width = inner_width * output_scale - title_ob_width - marks_ob_width;
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box.width =
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round(inner_width * output_scale) - title_ob_width - marks_ob_width;
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if (box.width > 0) {
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if (box.width > 0) {
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box.x = (x + TITLEBAR_H_PADDING) * output_scale + title_ob_width;
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box.x = round((x + TITLEBAR_H_PADDING) * output_scale) + title_ob_width;
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box.y = (y + TITLEBAR_V_PADDING) * output_scale;
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box.y = round(bg_y * output_scale);
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box.height = config->font_height * output_scale;
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box.height = ob_bg_height;
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render_rect(output->wlr_output, output_damage, &box, color);
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render_rect(output->wlr_output, output_damage, &box, color);
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}
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}
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// Padding left of title
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// Padding left of title
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left_offset = (layout == L_TABBED) * TITLEBAR_BORDER_THICKNESS;
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left_offset = (layout == L_TABBED) * TITLEBAR_BORDER_THICKNESS;
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box.x = x + left_offset;
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box.x = x + left_offset;
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box.y = y + TITLEBAR_V_PADDING;
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box.y = y + TITLEBAR_BORDER_THICKNESS;
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box.width = TITLEBAR_H_PADDING - left_offset;
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box.width = TITLEBAR_H_PADDING - left_offset;
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box.height = config->font_height;
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box.height = (TITLEBAR_V_PADDING - TITLEBAR_BORDER_THICKNESS) * 2 +
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config->font_height;
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scale_box(&box, output_scale);
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scale_box(&box, output_scale);
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render_rect(output->wlr_output, output_damage, &box, color);
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render_rect(output->wlr_output, output_damage, &box, color);
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// Padding right of marks
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// Padding right of marks
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right_offset = (layout == L_TABBED) * TITLEBAR_BORDER_THICKNESS;
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right_offset = (layout == L_TABBED) * TITLEBAR_BORDER_THICKNESS;
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box.x = x + width - TITLEBAR_H_PADDING;
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box.x = x + width - TITLEBAR_H_PADDING;
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box.y = y + TITLEBAR_V_PADDING;
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box.y = y + TITLEBAR_BORDER_THICKNESS;
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box.width = TITLEBAR_H_PADDING - right_offset;
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box.width = TITLEBAR_H_PADDING - right_offset;
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box.height = config->font_height;
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box.height = (TITLEBAR_V_PADDING - TITLEBAR_BORDER_THICKNESS) * 2 +
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config->font_height;
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scale_box(&box, output_scale);
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scale_box(&box, output_scale);
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render_rect(output->wlr_output, output_damage, &box, color);
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render_rect(output->wlr_output, output_damage, &box, color);
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